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Self Host Testing Field Notes
Practical gotchas discovered while smoke-testing WASP missions on a Windows self-hosted listen server (Multiplayer → New) with a headless client. Complements the Testing/debugging/release workflow and the Arma 2 OA compatibility audit. Every item below cost real debugging time at least once — they are written so the next person (or agent) skips that cost.
A self-host packs the selected mission folder into %LOCALAPPDATA%\ArmA 2 OA\Tmp<PORT>\__cur_mp.pbo (e.g. Tmp2302\) — not MPMissionsCache\, where people usually look. Arma then reuses that pack, and its change-detection is unreliable:
- A server-side edit to the folder may simply not take effect on the next host.
- You can get a half-stale pack: e.g. the new
Init_Server.sqfcallsInit_Defenses.sqf, but the reused pack is missing the file →Warning Message: Script Server\Init\Init_Defenses.sqf not foundfor a file that is present in the folder.
Fix: fully exit Arma, then delete all __cur_mp.pbo recursively under %LOCALAPPDATA%\ArmA 2 OA (hits Tmp<port>\, tmp\, MPMissionsCache\), then re-host → forces a fresh, complete pack. Always confirm a server-side edit actually loaded (a marker log line) before trusting any test result.
Symptom: the server logs built (N objects) but nothing appears where you placed it, and walking the spot finds neither visible nor invisible assets.
- It is almost never a locality/sync problem —
createVehicle(array or simple form) is global and syncs to clients. - It is almost always a wrong world coordinate or a post-build cleanup.
Trap we hit (commander defensive positions, PR #10): a Land_HelipadEmpty was spawned as a transform origin via _o = "Land_HelipadEmpty" createVehicle _pos; _o setPos _pos;, then children were placed with _o modelToWorld _relPos. The helper stayed at [0,0,0] (the static object never moved), so every composition — player and AI — built ~12 km away at the SW map corner.
Lesson: don't rely on a spawned static helper for modelToWorld. Rotate offsets about the placement point directly (Arma dir is clockwise from north):
_worldPos = [
(_pos select 0) + (_rel select 0) * (cos _dir) + (_rel select 1) * (sin _dir),
(_pos select 1) - (_rel select 0) * (sin _dir) + (_rel select 1) * (cos _dir),
0
];Diagnostic recipe: temporarily log reqPos, the first child's getPos, and a delayed survival count. reqPos garbage = lost input (client side); child far from reqPos = bad transform; survivors < built = a cleanup is deleting them.
The server watches the loaded supply vehicle every few seconds and auto-deposits the moment it is within 80 m of a Base_WarfareBUAVterminal (the Command Center). Players load with a scroll action but deliver simply by arriving — there is no manual unload.
That 80 m is a true 3-D sphere, so an aircraft hovering high above the CC never triggers. For air supply (helis, PR #1) the proximity test was changed to horizontal (2-D) distance with a widened terminal search; ground vehicles keep the 3-D check.
A client passing -password=X to a host that has no password is rejected exactly like a wrong password ("you cannot join because of password" on a passwordless host). For a no-password self-host, the HC launcher must pass no -password at all. Dedicated-server launchers carry a -password=...; do not reuse them against a Multiplayer → New self-host.
ArmA2OA.RPT is appended across launches, and frameno resets per launch — so a high frameno can belong to an older session. To attribute a frameno-less warning (e.g. Script ... not found) to the current session, grep with line numbers and compare against the last PreInit Started ... isServer=true line. Line order is chronological; frameno is not.
A single broken PBO in MPMissions poisons the MP-browser scan for every mission (the browser preprocesses each mission's description.ext to build the list) → "Include file ... not found" against unrelated missions, mission shows Type: Unknown / Summary: empty, and Play does nothing.
- For local testing, host the mission as a folder — it resolves
#includevia the filesystem and avoids the whole class of failure. - If you must pack: A2 OA mission PBOs are flat (no
Versproduct entry; uncompressed entries need original-size =0). A round-trip-valid packer can still produce a PBO Arma lists but cannot read — only Arma's reader is authoritative.
-
Server\Module\AntiStack\callDatabase*.sqfthrowing_response/_responseCode/_teamSkillEastundefined = the AntiStack anti-teamstacking module POSTing to a remote database that does not exist on a LAN self-host. Harmless locally. -
coin_interface.sqfbis_control_camundefined = a commander-camera key/mouse handler firing when the RTS cam is not active. Cosmetic. -
Common\Functions\Common_SendToClients.sqf: WFBE_CL_FNC_HandlePVF undefinedon HC connect = the headless client has no client-UI functions. Normal.
-
No
distance2D(Arma 3 only) — compute horizontal distance manually (sqrt(dx*dx + dy*dy), or compare squared distances to avoid thesqrt). -
No
lnbSetTooltip— list boxes cannot show per-row hover tooltips; use a click hint instead. -
No
try/catch— guard withisNil/isNulland lazy&&/||short-circuit blocks.
See the Arma 2 OA compatibility audit for the full command-availability scan.
BattlEye — and the BEC RCON tool — contact ibattle.org on launch. When that host hangs or the master is unresponsive, BE stalls: symptoms run from BE master not responding to the BattlEye launcher hanging or never starting the game. The standard Arma-admin fix is to blackhole the domain to localhost so the lookup fails fast instead of blocking.
Edit C:\Windows\System32\drivers\etc\hosts as Administrator, append the two lines, then ipconfig /flushdns (or reboot):
127.0.0.1 ibattle.org
127.0.0.1 www.ibattle.org
- This is the documented BEC hosts step — it does not disable BattlEye anti-cheat, only the legacy master/RCON-master lookup, so it is safe on a live server.
- Apply it on whichever machine stalls: the server (if it runs BattlEye/BEC) and/or the client.
- If BE still won't launch: re-acquire it via Steam → Arma 2: Operation Arrowhead → Properties → Verify integrity of game files (re-downloads BattlEye), confirm the firewall isn't blocking it, and remember a reboot can clear a stuck BE service/driver state. (Field tip credit: Miksuu.)
-
Do NOT apply the
ibattle.orgredirect on a regular client PC — it is a server/BEC fix only.
Symptoms, in matching pairs:
-
Server log:
Connected to BE Masteron each player join (GUIDs even get verified), thenFailed to receive from BE Master (0)/Master query timed out~60–75 s later, on repeat. The master answers short exchanges then goes silent. -
Client: "Launch with BattlEye" shows the consent box, then "Windows cannot access the specified device, path, or file" on the game exe +
Failed to launch gameafter ~19 s. Procmon shows why:BEService.exesends hundreds of UDP packets to the BE master (57.129.90.x:2329-2330) with zero replies → the service never authorizes the launch → BattlEye'sBEDaisykernel driver vetoes the game's process creation. No file/ACL/AV problem on the PC — reinstalls, reboots, and permission fixes cannot help. The dialog's full (untruncated) caption can be read with Win32EnumWindows+GetWindowText.
Workarounds until the master recovers — three gotchas that all bite:
-
BattlEye = 0;in server.cfg is IGNORED by the 1.64 dedicated server — the BE module still initializes and kicks no-BE clients ~20 s after join (right afterVerified GUID). To truly disable server BE, rename<OA>\BattlEyeand<OA>\Expansion\BattlEyetoBattlEye.disabledand restart. Fully reversible. -
Launching
ArmA2OA.exedirectly does not avoid BattlEye — the Steam build relaunches itself through Steam, which re-enters the default (BattlEye) launch entry. Prevent it by setting the app-id env first in a.cmd:set SteamAppId=33930thenstart "" "ArmA2OA.exe" <args>. - Clients then join the BE-stripped server normally (no BE handshake happens). Remember the AFK kick depends on BattlEye — it is inert while BE is off.
Previous: Testing/debugging/release workflow | Next: Arma 2 OA external reference guide
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- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER Commissar Panel
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index